Sunday, July 28, 2013

Azriel's Mantle


The relics known as Azriel's Mantle were first worn by a Sergeant at Arms in the Eye's early years. In those times, it was the duty of the Sergeant to assemble a fighting force to deal with the bands of roving undead or Kellid barbarians that the Dukes of the land would ignore.
 Azriel took the title and office duties one step further and would ride into several villages conscripting  the young sons and daughters of Eye members into fighting groups,  and lead them on raids into areas controlled by covens of hags, undead wizards, or packs of wild men and beasts. Azriel lost his life fighting against the packs of wild men and orc tribes raiding the border of Canterwall and the badlands to the west. His mask and cloak of office were recovered by an unknown apprentice and returned to the Council in Lepistadt. Since then they have been awarded to officers of the Eye who have shown a sense of honor and duty to the people of Ustalav above and beyond what is expected.

In game terms Azriel's Mantle is two different magic items. A +1 cloak of resistance and a magical mask. The mask provides a +2 to intimidate checks when worn, 1hour/day the wearer gains dark vision and 1round/ hit die of the wearer/ day the wearer gains detect living or undead.  These two abilities may be activated as free actions. The type of detect used is chosen at the time of activation.



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Tuesday, July 16, 2013

Lepidstadt University, the Brazen Skull and Ventriloquist's Pulpit.

Lepidstadt University: Ustalav’s internationally renowned center  of  learning,  Lepidstadt  University  endorses  the  so-called “mortal sciences,” espousing the ability of medicine, mathematics,  and  the  sciences  to  unveil  wonders  rivaling the  miracles  of  magic.  Presided  over  by  dean Acciani Viacarri,  the  campus  includes  the  Laurelgauge  Library, Vighkeir  Hall,  the  Treyes  Museum  of  Antiquities,  half  of the nearby Fort Cindercairn, and various other lecture halls and dormitories, including the prestigious Varlyn Assembly and Lecture Suites in Ventriloquist's Pulpit .
Aside  from  its  faculty’s  advances  in  the understanding of anatomy and medicine, the school is also known for its numerous dueling fraternities, brotherhoods like  Gateguard  and  Malkenclaw  that  pride  themselves on  teaching  the  artistry  and  honor  of  swordsmanship. Before  graduation, fraternity  members  meet,  unarmored, upon  Fifthstones  Hill  (the  city’s  southern  rise), and duel their fellows one  at  a  time  until  cut  upon  the  face.  Such “Lepidstadt scars” are held as marks of pride and prowess recognized by duelists throughout the world.
Brazen  Skull:  A  favorite  pub  of  members  of  the university’s  dueling  fraternities,  the  Brazen  Skull  holds the  rapiers  of  famed  alumni  in  places  of  honor  upon  the taproom walls, arranged in ranks like deadly tally marks. Above  the  hearth’s  forest  of  trophies  hangs  the  blade  of owner  Kaysia  Cazynsik  and  a  bronzed  stone  giant  skull said to shed a single tear every time a member of one of the university’s dueling brotherhoods dies. DM's Note: Andrezi Galdana has been banned for life from the Brazen Skull for Dueling three different students from three different fraternities to the death while on it's grounds.


Varlyn Assembly and Lecture Suites






Ventriloquist’s Pulpit: Situated near the city’s heart, the Ventriloquist’s  Pulpit  once  served  as  the  central  hall  and north  wing  of  Mandaleat  Court,  seat  of  administration for  Vieland’s  former  counts.  During  the  hall’s  demolition, workers discovered strange acoustic properties beneath the dome that caused their voices to echo back in unpredictably angelic or demonic tones. Charmed, the ruling council had the  remaining  structure  preserved  as  a  museum  of  local history and offices for councilors.Yet some claim it wasn’t the haunting echoes that preserved the old court, but rather the discovery of secret basement reeking of brimstone and adorned with trappings of Osirion mysticism.

Friday, July 5, 2013

Covenant rules and rewards

Covenant Magic
Nearly all cultures tell of mortals who make costly bargains to obtain the aid of otherworldly spirits, learning the secrets of their power and partaking of their very essence. These rituals, usually performed in secret, were rarely recorded until now.
Covenants
Covenants are bargains struck between mortals and spirits, allowing the mortal to gain some aspect of the spirit’s power in exchange for something that the spirit desires. Each covenant grants a supernatural ability unless noted otherwise. Also unless noted otherwise, the save DC of each ability is equal to 10 + 1/2 patron’s Hit Dice + patron’s Charisma modifier. The caster level of covenant abilities that emulate spells is equal to the patron’s caster level for spell-like abilities (or its Hit Dice, if it has no spell-like abilities). However, because a covenant relies on a distant spirit’s power to maintain, the mortal can have only one instance of any non-instantaneous, non-permanent ability active at one time. A new use of the ability ends any previous ability he has active.
Cost: Entering into a covenant is a two-step process. Any mortal (referred to as “the supplicant” below) can enter into a covenant if he can take the appropriate feat and provide the required components. No spellcasting ability is required.
First, the supplicant must purify himself in a special ceremony and take the appropriate Covenant Supplicant feat (described below). If the mortal is a medium attempting to form a permanent version of the covenant granted by his influence with a patron from within his influence, he need not take the feat.
Second, the supplicant must make a ritual offering, most commonly of wealth, to the patron of the
covenant. Fey and outsider patrons in particular appreciate offerings of gold and treasure of a useful
or valuable sort. The offering ritual takes 1 hour to perform. The offering required is based upon the grade of the covenant, as indicated below. If the patron is offering the covenant as part of a spell or bargain with a gp cost, such as lesser planar ally, subtract the cost of the spell or bargain from the cost of the covenant (but not from the cost of the purification ceremony required to take the feat).
Least: 250 gp per Hit Die of the patron (ex: art, coins, rare spices, potions, minor scrolls).
Minor: 500 gp per patron HD (ex: art, uncommon jewels, minor wands, major scrolls).
Major: 1,000 gp per patron HD (ex: rare jewels, minor permanent magic items).
Greater: 2,000 gp per patron HD (ex: exquisite nonmagical treasures, medium magic items).
Superior: 4,000 gp per patron HD (ex: major magic items).
Both the cost of the ritual offering and the cost of the purification ritual (see individual feats) must be paid for the covenant to be successful.
Covenant Supplicant Feats
The following feats can be selected by any character or creature willing to make the additional sacrifices (monetary, roleplaying, or otherwise) necessary to make a covenant with an otherworldly source. Characters with the medium class have the option to make a trance covenant permanent through their influence class ability do not need to take the feats below.
Least Covenant Supplicant
Through rigorous occult study, spiritual devotion, or sheer desperation, you have readied your soul to enter into a covenant with a spirit by paying the appropriate cost.
Prerequisites: Must perform a purification ritual taking 8 uninterrupted hours and requiring rare incense, oils, herbs, and other costly components worth 300 gp.
Benefit: You can form one least covenant with a spirit. If you are a medium, you may form covenants outside your influence. You must still pay the cost of the covenant. In addition, so long as you do not have a covenant associated with this feat, fey, outsiders and undead with an Intelligence of 6 or higher have their starting attitudestoward you improved by one step.
Special: You can gain this feat more than once. Each time, you may make an additional covenant. You cannot gain the same covenant more than once, although you may form multiple covenants with the same patron.
Normal: You cannot form covenants unless you are a medium. A medium can only form covenants that he can simulate with his trance.
Least Covenants
• Dark Arcana I: You can use a 1st-level arcane spell as a spell-like ability 3/day.
• Diabolic Assistant: Gain a fiendish, resolute, or similar servant from the summon monster list that
you can summon 1/hour.
• Elemental Weapon: Your melee and ranged weapon attacks deal energy damage.
• Frightful Violence: Cause enemies caught unprepared by your attacks to become shaken.
• Gift of Glory I: Gain a +2 enhancement bonus to an ability score or two.
• Gift of Skill I: Gain a moderate competence bonus on three skills.
• Heavenly Blade: Create a magic sword of pure justice.
• Imbued Armor I: Add lesser magical enhancements to a suit of armor you own.
• Seelie Friendship: Gain an ally from the summon nature’s ally list that you can summon 1/hour.
• Spell Secrets I: Gain a bonus 1st-level spell known and spell slot; at 13 patron HD, gain another of 2nd level.
• Stolen Heart: Charm person 3/day, permanently if the target has fewer than half patron’s HD.
• Stone Fist: Your fists become living stone.